Hi,
I fancy using chaos pact and aiming for a build over 2million with skills. I have the notion of keeping three big guys and I guess they need a doubles choosing block to be worth it over 2k. My question is, what skills are worth it on the rest of the men?

With three 3bigs the mino should be blitzing a lot and I know thats not optional.

My view with a three big guy Pact team is that the renegades need to be loaded up with a large amount of guard, at the expense of other skills. The Dark Elf traditionally is a specialist ball handler and has all the usual skills for that role.

If you're going to use the Minotaur, the least effective (ymmv) of the 3 BG's, then Tentacles and Juggernaut are big priorities (block and claw also good double choices of course). you could make a good case for tents on all Pact BG's. give them targets and blitz with something more reliable.

2 heads on the elf is a great choice. The Gobbo with 2 heads is also awesome.
With expensive rerolls leader is a must.
Your bg's will pick up guard naturally, but you probably needs 3-4 more.
At least 2 tacklers ideally 4.
All guard and tacklers need block.
One tackler will need MB at least, BG's suck at taking down elves, better at gutters, but still need the help.
Kick somewhere is never wasted.
If the Orc arrives there is a good case for leaving him skilless and taking LOS blocks.
The rat has low AV, but decent MA so if you take him possibly go extra arms and help the elf out. Or 2 heads/wrestle/horns also a useful combo for sacking and let the DE or gobbo sweep up afterwards.

_________________Barbarus hic ego sum quia non intelligor ulli
I am a barbarian here because i am not understood by anyone

I had the most success with Pact with a one double Rat, and a one double Elf.
I'm the odd woman out here though, as I tend to carry with my rat, and try to turn my elf into a mobile death machine.

Typically, I want Block, Tackle, Claw, MB, Leap, VLL (or a stat) on a legend elf, assuming I get that far

As for the rat, Block, Dodge, Sure Hands, Fend, Foul Appearance, and hope for a stat, or another double.

As to the Bigs, Block is the single best double for all of them. After that, I focus on making my bigs into roadblocks with Guard, Stand Firm, and Grab (Juggs on the Mino). Dodge and Tents are good second doubles, Claw or Tackle on the Mino. As the Mino almost has to blitz to move, you want him to be a capable and relevant blitzer.

Your marauders should be mostly Block, Guard players, with one or two killstacks (Block, Tackle, MB, Claw, Dauntless, Juggernaut).

If you get a goblin, 2 heads, Big Hand, Extra Arms, Foul Appearance, Side Step, Catch, all are good. His best use tends to be last ditch TTM.

They can be fun and I too like the synergy of 3 big guys on the field. I like pact with all the positionals. Agree about loading up on guard. Also I like the rat to be a sweeper: horns, wrestle, tackle, two heads (dodge on double). As a sweeper, he's out of harms way and his extra MA is handy.

_________________I am so clever that sometimes I don't understand a single word of what I am saying.

The main thing I don't agree with that people keep saying in threads about Renegades is that the elf should be your prima carrier. The animosity makes him a poor retriever in my view, so I always use the elf as a utility player and receiever, getting a marauder skilled up as a retriever.

I also never get the mino (or any other WA big guy for that matter).

_________________Proud owner of three completed Ranked grids, sadly lacking in having a life.

Marauders: few guarders (block guard), few killers (mb claw tackle.. you can add block at any point.. horns can be one skill here too) and i do like one surfer ([block] frenzy standfirm juggs.. you can swap the order of juggs and standfirm too and i think guard can work after that)

Two bigs makes sense at high tv because cpact, without any natural access to st4+ without them, can just be bullied by chaos/nurgle/orcs etc without any thinking required for the opponent.

Yes, you have access to clawmb/horns, but the fact is, the more players you have like that, the less players you want to commit to contact (the elf and the rat if you have them, probably want to avoid contact too)... which in turn means even if you spam guard, you are most likely still behind in the guard battle, and behind in natural ST.

The ogre and the troll are natural guarders and high ST. They don't need to actually do anything most turns to be a pain to deal with.

Cheers all. Pretty much all of this makes sense and I would agree with every point.

I think the three key issues are; mutation and throw access potentially give some interesting builds. Big guys are good with block and need it to justify staying on the team. Do they change the dynamic if used? TV can be fairly low with men (670 for 12 and 1rr) yet bigs are inflated.

The driver is a high value team, but no real interesting builds stand out (bar runners) as the side needs a couple of blitzers with claw and tackle and will need 3 or 4 guards. I was second guessing how to support bigs and what crazy rare options they have. Essentially nothing beyond the plan of support men, bigs, blitzers, runners is needed.